Leonard Somero
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verysoftwares.itch.io
Leonard Somero
@verysoftwares.itch.io
multimedia artist from Oulu, Finland.
games: https://verysoftwares.itch.io
music: https://milkyhe.art
footage: https://youtube.com/@verysoftwares
Pinned
finished a build in time for #LDJam, but i plan on continuing the story further.

>> verysoftwares.itch.io/gathering <<

featuring hand-drawn art and full voice acting for the first time in a verysoftwares production! #gamedev #solodev
my retro-style, static website is starting to look p neat! feedback welcome: somero.live

figured i needed a persistent home for my works #indieweb
November 10, 2025 at 7:36 PM
Level 2 of Cosmo's Computer Adventure is more of a traditional Cosmo platforming level, albeit with previously-unseen dialogue bits with enemy characters.

screenshot from my custom-made level editor #solodev
November 9, 2025 at 12:36 PM
Level 1 demo of my narrative mod for @apogeeent.com's Cosmo's Cosmic Adventure:

youtu.be/aT73Fl-bylQ?...

...along with a helpful pinned comment!

#retrocomputing #gamedev #solodev
Level 1 of Cosmo's Computer Adventure
YouTube video by verysoftwares
youtu.be
November 9, 2025 at 10:39 AM
took a little selfie
October 28, 2025 at 3:36 AM
rkgk
October 26, 2025 at 12:13 PM
here in Retro Game Jam there sure are a lot of omoshiroi gadgets.
October 25, 2025 at 12:53 AM
Reposted by Leonard Somero
in the TIGSource Forums era, we were discussing how far game engines are gonna go eventually. there was a vision that someone would just write a prompt and a complete game would come out, followed by contemplation about what it will mean to make games if that's ever possible.
October 24, 2025 at 7:09 PM
i changed the default message you get in Cosmo when hitting a damaging object for the first time.

forgot there was a second part to the prompt too
October 24, 2025 at 5:04 PM
boutta spend the weekend at Retro Game Jam here in Oulu. greatly enjoying the aesthetic of a remote forest dwelling containing forgotten tech.

#retrocomputing #gamedev
October 24, 2025 at 2:38 PM
sneezed so hard i jumpscared myself
October 12, 2025 at 7:09 PM
they're called numbers cause they make you numb.
October 10, 2025 at 2:49 PM
life is putty to me
October 7, 2025 at 10:34 PM
finished a build in time for #LDJam, but i plan on continuing the story further.

>> verysoftwares.itch.io/gathering <<

featuring hand-drawn art and full voice acting for the first time in a verysoftwares production! #gamedev #solodev
October 6, 2025 at 11:29 PM
#LDJam game's looking like this at the moment. it's very functional, there's little friction left for implementing the story beats.

you can see for yourself, i've just cleaned up the codebase: github.com/verysoftware...

#gamedev #love2d
October 5, 2025 at 8:57 PM
first screen of my #LDJam creation

silly narrative game with hand-drawn artwork

#gamedev #solodev
October 4, 2025 at 4:04 PM
top minds of reddit: "don't make this kind of game! the market is saturated!"

which market? where is that market? merely a personification of data.

no, out there are only unconnected individuals, waiting to explore your take on interactivity.
September 27, 2025 at 12:59 AM
since i'm making progress on my Cosmo mod i went ahead and made a public repo:

github.com/verysoftware...

feast your eyes on C code predating ISO standards, and weird EGA tricks with Assembly routines

#solodev #retrocomputing
September 22, 2025 at 10:02 PM
glitch jumpscare when a familiar level suddenly didn't load properly
September 16, 2025 at 4:26 PM
for my Cosmo modding project, i've been working on a level editor.

i can read and display the game's map data now, which is pretty awesome, but nothing is actually editable yet.

glitch art ensues at the end

#gamedev #solodev #retrocomputing
September 16, 2025 at 3:56 PM
alrighty, debug screen's looking pretty sharp!

i spent a lot of effort on this, and while it's not a critical gameplay feature, it let me 1) practice structure for 80s C code, 2) get to know Cosmo's mechanisms better, and 3) write useful handlers i'll need later anyway.

#retrocomputing #solodev
September 14, 2025 at 10:44 AM
my brilliant attempt at a debug screen for displaying all Cosmo entities by ID
September 13, 2025 at 1:22 PM
bang! broke 400 followers on itch.

there's been an influx of new attention, i suppose 'Jimi can not read' got picked up by some streamer again?
September 6, 2025 at 8:48 AM
with the help of the reverse-engineered source code by Scott Smitelli, i got Cosmo's Cosmic Adventure modded to an extent, changing the title screen and music. this combo seems like it could be from an actual shipped product
September 1, 2025 at 10:12 PM
very much the same with game genres, i don't start out with a ready-made pitch like "i want to make a zombie FPS", it's always a process of discovery starting from some fundamental oddity like "how to measure health without numbers". maybe this means my games are more fun to make than to play.
September 1, 2025 at 4:53 PM
"what genre of music do you make"

i don't know. i just wanted to make music, to play with shapes of sound. i didn't stick to a template from some tutorial video, i figured out what works for me by making a lot of weird experiments. sometimes a track aligns with a genre but that wasn't the goal.
September 1, 2025 at 4:42 PM